Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Guards Before Moscow
Red Warriors #1
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 2nd SS "Das Reich" Division
Soviet Union 17th Tank Brigade
Soviet Union 9th Guards Rifle Division
Display
Balance:



Overall balance chart for ReWa001
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 6 votes
5
4
3
2
1
3.67
Scenario Rank: 277 of 940
Parent Game Red Warriors
Historicity Historical
Date 1941-12-06
Start Time 08:00
Turn Count 30
Visibility Day
Counters 117
Net Morale 1
Net Initiative 2
Maps 4: 17, 18, 6, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 163
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Exit the Battle Area
Road Control
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
Red Warriors Base Game
Road to Berlin Maps + Counters
Sinister Forces Counters
Introduction

One of the toughest units of the pre-war Red Army, the 78th Rifle Division had been guarding Vladivostok from Japanese attack during the war's first months. Released for front-line duty in October, it fought tenaciously to hold the ground south of the Volokolamsk Highway and near the end of November was designated the 9th Guards Rifle Division. Ten days later, reinforced by tanks, the newly-minted Guardsmen went over to the attack.

Conclusion

Eager to go on the attack against the hated SS, the Guards went forward with considerable spirit. Already suffering from losses and cold, combined with poor training and leadership, the SS unit crumbled and fell back precipitously. The great Moscow Counter-Offensive was off to a successful start.

Additional Notes

German SS and Soviet Guards transport counters may be downloaded from Avalanche Press. Otherwise, use German Army or Soviet RKKA counters in place of of those transport counters as needed.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Schutzstaffel
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Guards before Moscow
Author waynebaumber
Method Solo
Victor Soviet Union
Play Date 2010-01-06
Language English
Scenario ReWa001

This was played solitaire. Russian guards v early SS. This is an excellent sloitaire scenario as outnumbered SS have to resist a tide of high morale Guards. With 30 turns the Soviets have a enough time to mount a deliberate attack use the artillery both on board and off board to disrupt and demoralise the SS then assault or flow round the German positions. Should be a Soviet win I think but I really enjoyed this one.

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Snails pace
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario ReWa001

This scenario was interesting but moves at a snails pace with the Soviet infantry moving on foot. Trying to take both roads by the end of 30 turns and exit 20 steps is quite the feat. Even the minor victory is achivable but hard. In my play the Germans managed a minor victory, which is easy to accomplish for the Germans. The SS, being of poorer quality, disrupt easily and one a step loss occurs were demoralize for the rest of the game. The German AT guns were effective against the smaller Soviet tanks but the KV-2s just rolled past them without a problem. Creative use of Soviet artillery destroyed some SS hold outs. But all the SS needed to do was get one unit into each road at the end and the they win.

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LOOK!----A Squirrel !!!
Author cjsiam (Germany)
Method VASSAL
Victor Germany
Participants plloyd1010
Play Date 2023-08-31
Language English
Scenario ReWa001

Consider the circumstances! I'm playing Peter...We're using his 4th Ed. Extensions, and using the Double Blind system on Vassal. The Soviets Guards are 8/6....the SS Germans are 7/5....and I(Germans) draw Two leaders with morale modifiers...out of like 10....as Germans...Grimness. FOW of is in effect...(and it mattered)...

I figured that if I tried to hold strong points on the Road--the two towns...I would just be crushed over the 30 turns....So---I tried a strategy of many small threats which I HOPED would cause him to have to reduce, and delay, the size and speed of any major thrust to deal with the potential spoiler attacks to occupy the roads-which were the victory conditions...

Peter efficiently attacked town in the south(no shock..), while advancing west in the to north. The southern town was abandoned finally by Germans to conserve a force threat in the woods south of the town/road...Peter proceeded West on the southern road to then begin dismantling my hidden forces guarding the road ahead (I hate KV-2s).

In the north at this point he was advancing with his main body (about 60% of his forces) along northern road...A few outposts on edge of forests caused him to slow a bit to deal with them...not very much of a bit...They were driven back from woodline by artillery and overwhelming forces....conserving the troops by withdrawing before he could concentrate too much fire, or Assault.

Peter was able to reduce the small force trying to guard the center--but my AT gun surprised his exploratory tank advance...without causing casualties...he then broke off forces to assure a company of infantry dug in just north of the woods to the north were liquidated as a threat to road control..This sapped more energy/attention (HE/OBA) and he killed(or chased off) all but one by end of game--leaving like two companies and tanks focused there for turns...

Coming into the last 10 turns the Russians put together a push into the large western Town to north next to the Road...It was finally abandoned into the woods behind(to West-SW) to conserve troops...live troops can threaten, dead troops don't.

The "last stand" for the North road was a one hex town, one hex from the boardedge which had officer (no mod)+Inf+81mm and a 81mm which was dug in outside/behind the town on the road. In the final turns the mortars, Infantry were able to disrupt the assault on the town---keeping the last road hex and town out of Russian hands....3 out of 4 MCs rolls by the russians were 10 or higher with the 4 attacking units....helped ALOT--I'm burning incense to Dice gods as I type.

In the South after clearing the road all the way to the boardedge---my stopping force being dismantled by KV2 and Arty in like 2 turns....my forces in the southwestern forest tried to distract him and force his attention---they had no officer--and thus no "combat moves" would be possible...with double blind we don't know exactly where he was---so we advanced until we were observed and he shot at us--the point is he stayed in those woods....to the west...

The Southern road has large open area between the Town to the east/with forest and the light woods to the west....By holding a couple companies of Soviets in the eastern woods--mostly unobserved--I was able to Dash out of the woods to try and grab road hexes in last 3 turns....given that movement was -1 for snow that meant 4-6 hexes had to be crossed in last 3 turns....The Dice gods smiled at me and I was able to survive the open field running and take and hold control of one hex on the Southern Road, FOW looked down with kindness as well, ending one of the turns quickly--he mobbed me and shot at me and Artilleryed me and Extended Tank assaulted me....but One unit remained, and the hex was not taken....

NOW---the last hex I had WAS in assault on the last turn (the road to the east of that hex was split on two hexes--it went down the spline--THANKS ARTIST!!...and we had agreed that such hexes always broke to the even---in this case to my detriment...)...

So--According to our final accounting--- I was in control of 1 hex on each of the two roads... resulting in a German Minor Victory....with a loss of 25steps German to 7steps Russian...

Sometimes the Dice just change things....but....such is fate, no? I rated this as a 3 because as the German it is so impossible to win this I think...I think I was very fortunate in some key rolls--otherwise, it would have been over sooner with a Russian Minor at minimum.

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